THE SHARED REFERENCE Adventurer

Monster

Xzar the Chaos Clone

Outside your table’s allowed sources

Official reference · MaBJoV · 2014

Creature type
Humanoid
Size
Medium
Armor class
15, 18
Hit points
121 (22d8 + 22)
Speed
Walk 30 ft.
Challenge rating
11
Alignment
Chaotic Evil
Strength
12
Dexterity
16
Constitution
12
Intelligence
20
Wisdom
10
Charisma
12
Passive Perception
10
Saving Throws
int: +9; wis: +4
Skills
arcana: +13; history: +13
Senses
darkvision 60 ft.
Languages
Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.
Resistances
acid, cold, fire, lightning, thunder

Traits

Chaos Phage

Xzar's infusion with the Chaos Phage gives him the following benefits:

  • Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point
  • Xzar has advantage on saving throws against spells and other magical effects
  • Xzar has resistance to acid, cold, fire, lightning, thunder
  • Xzar has darkvision and telepathy to 60 feet

Grim Harvest (1/Turn)

When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

No Soul

Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the revivify spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.

Actions

Multiattack

Xzar makes two Deprive attacks and uses Spellcasting.

Deprive

Melee Spell Ranged Spell Attack: +9 to hit, reach 5 ft., or range 120 ft., one target. Hit: 27 (4d10 + 5) necrotic damage.

Death Eruption (1/Day)

Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a DC 17 Constitution saving throw. A creature takes 36 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.

Spellcasting

Xzar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At will: acid splash, fire bolt, mage hand

2/day each: animate dead, blight, false life, mage armor, ray of enfeeblement, ray of sickness, scrying, vampiric touch

1/day each: abi-dalzim's horrid wilting, finger of death

*Necromancy spell of 1st level or higher

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